Seasons.
Not biomes, seasons.
[B]Spring:Lots and lots of rain, crops grow 50% faster
Winter:Snow, Top layer of all water freezes
Summer: All water levels more than one block shrink one block
Fall:Trees are wood and sticks(new block)[/B]
It would be great to just have more ores in the game. There isn't much variation as it stands. Also, they should add some other use to Lapis, because using it simply for dye or storage blocks isn't very... useful, in my opinion.
- NPC path finding
- Castles that spawn towns near it, the towns use the same color as the castle so you know who they belong to. Spawn only in survival, therefore towns are only spawned in survival.
- Human NPCs spawn in randomly generated towns.
- Castles are rare, therefore towns are rare.
- Humans don't despawn in towns, once dead they are gone forever. Occasionally new humans will spawn due to child birth.
- Minigames that take the player out of regular controls, such as card games and board games, fishing etc. Found in taverns and other places. Can be played using craftable game tables which can be used in multiplayer.
- If you attack a human anyone in that kingdom becomes hostile towards you. Killing the king makes them stop or leaving them alone for a couple of days ingame.
- Better dungeons or temples. They have predefined rooms, which randomly spawn in a way so that they lead to a final room. Dungeons only spawn in survival.
- Chests in dungeons or temples contain keys that unlock doors, they can only be used in the dungeon/temple they were found in.
- A number of different bosses that are found in the final room.
- Doors lock in some rooms until all enemies have been defeated.
- A chest spawns after the boss has been defeated that contains rare loot.
- Rare loot that is found only in dungeons and cannot be crafted, such as special weapons, tools and armor.
- NPCs that aren't shopkeeps etc sometimes have quests. Quests include collecting x number of item or killing x number of enemy, etc. Upon getting a quest you are given a note with the objective of the mission, if the note is lost the quest is also lost.
- Kings give you the quest of conquering nearby dungeons and collecting an item from their final chest (which are added to the final chest once the quest has been accepted). Reward is higher.
- Rewards for quests are ingame currency which is used in shops. Can only be obtained by completing quests. NPCs randomly get and forget quests.
[QUOTE=Pat.Lithium;30112489]- NPC path finding
- Castles that spawn towns near it, the towns use the same color as the castle so you know who they belong to. Spawn only in survival, therefore towns are only spawned in survival.
- Human NPCs spawn in randomly generated towns.
- Castles are rare, therefore towns are rare.
- Humans don't despawn in towns, once dead they are gone forever. Occasionally new humans will spawn due to child birth.
- Minigames that take the player out of regular controls, such as card games and board games, fishing etc. Found in taverns and other places. Can be played using craftable game tables which can be used in multiplayer.
- If you attack a human anyone in that kingdom becomes hostile towards you. Killing the king makes them stop or leaving them alone for a couple of days ingame.
- Better dungeons or temples. They have predefined rooms, which randomly spawn in a way so that they lead to a final room. Dungeons only spawn in survival.
- Chests in dungeons or temples contain keys that unlock doors, they can only be used in the dungeon/temple they were found in.
- A number of different bosses that are found in the final room.
- Doors lock in some rooms until all enemies have been defeated.
- A chest spawns after the boss has been defeated that contains rare loot.
- Rare loot that is found only in dungeons and cannot be crafted, such as special weapons, tools and armor.
- NPCs that aren't shopkeeps etc sometimes have quests. Quests include collecting x number of item or killing x number of enemy, etc. Upon getting a quest you are given a note with the objective of the mission, if the note is lost the quest is also lost.
- Kings give you the quest of conquering nearby dungeons and collecting an item from their final chest (which are added to the final chest once the quest has been accepted). Reward is higher.
- Rewards for quests are ingame currency which is used in shops. Can only be obtained by completing quests. NPCs randomly get and forget quests.[/QUOTE]
you should just play a different game if you want all this random crap
Something like Terraria's Skeletron dungeon- a huge, one-time boss battle leading into a loot-and-danger filled dungeon.
[QUOTE=Pat.Lithium;30112489]- NPC path finding
- Castles that spawn towns near it, the towns use the same color as the castle so you know who they belong to. Spawn only in survival, therefore towns are only spawned in survival.
- Human NPCs spawn in randomly generated towns.
- Castles are rare, therefore towns are rare.
- Humans don't despawn in towns, once dead they are gone forever. Occasionally new humans will spawn due to child birth.
- Minigames that take the player out of regular controls, such as card games and board games, fishing etc. Found in taverns and other places. Can be played using craftable game tables which can be used in multiplayer.
- If you attack a human anyone in that kingdom becomes hostile towards you. Killing the king makes them stop or leaving them alone for a couple of days ingame.
- Better dungeons or temples. They have predefined rooms, which randomly spawn in a way so that they lead to a final room. Dungeons only spawn in survival.
- Chests in dungeons or temples contain keys that unlock doors, they can only be used in the dungeon/temple they were found in.
- A number of different bosses that are found in the final room.
- Doors lock in some rooms until all enemies have been defeated.
- A chest spawns after the boss has been defeated that contains rare loot.
- Rare loot that is found only in dungeons and cannot be crafted, such as special weapons, tools and armor.
- NPCs that aren't shopkeeps etc sometimes have quests. Quests include collecting x number of item or killing x number of enemy, etc. Upon getting a quest you are given a note with the objective of the mission, if the note is lost the quest is also lost.
- Kings give you the quest of conquering nearby dungeons and collecting an item from their final chest (which are added to the final chest once the quest has been accepted). Reward is higher.
- Rewards for quests are ingame currency which is used in shops. Can only be obtained by completing quests. NPCs randomly get and forget quests.[/QUOTE]
I'm surprised polly parrot hasn't commented on how this is so related to runescape.
Hurricanes.
Too bad almost none of this will be included
quick someone send this to Notch
[QUOTE=EvilMattress;30112892]Too bad almost none of this will be included
quick someone send this to Notch[/QUOTE]
And this will be his reply:
Wow these seem like some really good ide-[b]HEY TERRARIA![/b]
[QUOTE=PrusseluskenV2;30111421]He's a swede, sex is Swedish for six[/QUOTE]
aaaaaaaaaaaaargh.
I feel so stupid now.
[QUOTE=Mr. Someguy;30109775]"City Ruins" biome :v:[/QUOTE]
That sounds pretty awesome.
Random and rare ruins of temples or houses scattered around.
[QUOTE=UberMunchkin;30097669]- Ability to choose what mobs spawn when playing (Server owner only)[/QUOTE]
inb4 0-400 spiders a chunk at night
I wish there was a sort of leveling system in Minecraft, Something that would utilize the achievement tree system by letting you pick traits while leveling and would give you actual reason to go out at night instead of making beds and skipping it.
I really would like some randomly generated ruins with similar loot to dungeons.
It would be logical: there are zombies, so there must have been humans at some point.
Apple trees. [img]http://emotes.s3.amazonaws.com/mc/apple.png[/img]
Fossils! :buddy:
or maybe a ghost pyramid that only appears during the night?
A lot of good ideas here. And a lot of bad ideas. But there's only one I can actually make a comment about.
[QUOTE=.Isak.;30100472]Random events (giant zombie hordes, [b]giant mobs[/b], etc.)[/QUOTE]
*exploring*
Hey...what's that in the distance?
*gets a bit closer and sees its a Giant Creeper heading his way*
Oh well, guess it's time to get rid of my house and build another about 3 quadrillion miles away.
[QUOTE=Banjo7J;30125369]*exploring*
Hey...what's that in the distance?
*gets a bit closer and sees its a Giant Creeper heading his way*
Oh well, guess it's time to get rid of my house and build another about 3 quadrillion miles away.[/QUOTE]
Hey, that'ssss a nice world you have. S-ss-sss-hame if anything were to happen to it.
Also the idea of NPCs creating towns in single player is really nice, I was using that mod that adds that, and it adds quite a bit of niceness to the game. Being able to wander out from whatever hellhole you have holed yourself up in, and trading with NPCs, then watch their town grow and their population increase using those new supplies is really cool.
[QUOTE=SoaringScout;30112200]Please no. That's just annoying, not fun in any way. It's going to become a huge pain the ass having to fend off a pack of zombies after building a perfectly symmetrical, cozy house.[/QUOTE]
you are going to hate the shit out of that zombie horde night
Pipe-blocks. can transport liquids from a source to many places without tedious slopes, and also can be use to re-direct liquids with redstone.
I actually like most of the ideas in the OP's first two posts.
[QUOTE=hexpunK;30125933]Hey, that'ssss a nice world you have. S-ss-sss-hame if anything were to happen to it.
Also the idea of NPCs creating towns in single player is really nice, I was using that mod that adds that, and it adds quite a bit of niceness to the game. Being able to wander out from whatever hellhole you have holed yourself up in, and trading with NPCs, then watch their town grow and their population increase using those new supplies is really cool.[/QUOTE]
I agree, but I would like it if those towns would utilize the Minecraft features a bit more, rather than staying stuck in a medieval idea of "this is how a town should be, don't get your innovation over it".
I want my Minecraft townsfolk to use redstone, doors, hatches, pistons (once they're out), cobblestone generators, minecarts, having portals so that they can try and colonize the nether...
If that would ever get added, then I'd be excited as fuck. I don't even care if it'd be official or a mod like Millennaire.
Lapis Lazuli is pointless, I don't want to fucking mine for blue dye. Since when is dye found underground? He might as well put blue flowers
[QUOTE=Charybdis;30126888]Lapis Lazuli is pointless, I don't want to fucking mine for blue dye. Since when is dye found underground? He might as well put blue flowers[/QUOTE]
Lapis Lazuli was used as a dye before a similar color could be synthesized. Lapis is based on an actual ore of the same name. Now, it's found in museums where there were pots and stuff like that created many years ago.
Yeah, I understand he's trying to be medieval-accurate, but it's just a tad [i]annoying[/i], y'know?
Super large deserts / winter biomes. Finding an area of sand that looks totally out of place looks completely retarded and is counter-immersive. Imagine having a fort in middle of a massive desert, then imagine having an underground railway to your secret base out at sea. hnnng.
[IMG]http://gyazo.com/4de56eb933bb439501eea4063867972a.png[/IMG][IMG]http://gyazo.com/4de56eb933bb439501eea4063867972a.png[/IMG][IMG]http://img801.imageshack.us/img801/7474/4de56eb933bb439501eea40.png[/IMG]
oh ok nvm.
I want sentient settlements, but I don't want them to be humans, or humanlike (in behavior).
Pigmen are a good example of a humanoid, but completely alien seeming creature that would add to the game and also keep the mystery of being the only human(?) among beastmen and the risen dead.
You know what I would like? An option to check a world as a "Retro" world on on the world select screen. The worlds you checked will then calculate all your bases you made in that world (possible by running the seed again and checking what parts are changed). Any new worlds/chunks you create then have a small chance to spawn a modified version of your own base out of one of those retro-worlds, possible in the Nether, too.
The reason it should be optional, is so that you can still make giant hacked structures without worrying about "6-Biomes Big Fort Dickweed" showing up in your regular worlds.
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